Thank you for giving the game a shot, and especially for taking the time to share such thoughtful feedback. Your evaluation is very valid, and your experience is absolutely legitimate. I really appreciate how clearly you articulated it.
I’d like to point to a small passage in the rules (page 34), where I say that rolling is not about how risky, difficult, or unpredictable the action is. It’s about how invested you are in leaving that moment to chance. So yes — you’re right that when you choose to roll, there’s only a 1-in-6 chance of not spending resources. But the design assumption isn’t that you roll only for “hard” or “dangerous” tasks. It’s that you roll for any moment where you, as a player, want to open the door to dramatic possibility.
Even something trivial like flipping through a book can be a moment where you decide, “Let’s see what the dice does with this.” That’s the tone the game aims for: a harsh world where even small actions can shift the story.
That ties into something you mentioned: the desire for surprise in quiet moments. AtW does put the choice in your hands. I wanted the game to let players jump between two stances:
1. Acting as your character inside the fiction. Making decisions, navigating the landscape, surviving the winter.
2. Stepping back into the writer’s room / director’s chair. Choosing when to invite complication, tension, or unexpected change.
For some players, this framing feels empowering. For others, it can initially feel like they are “choosing” their own surprises rather than discovering them. It really is a different style of play, and there’s no right or wrong preference. But AtW is very much built on that dual perspective.
And you’re also spot-on about the pressure. The game is designed so that you will burn resources regularly. That creates the push-forward momentum of a sandbox game without quests. Replenishing resources becomes its own source of wander, discovery, and complications.
With that in mind, your approach of rolling an oracle on hazards is completely valid, and honestly, a great idea. If that makes the world feel more alive to you, it’s absolutely worth doing.
Maybe I can invite you to try one more session with this “different stances” idea in mind. For example, even during a quiet night at camp or while cooking a meal, you might think: “If I were the GM, this would be an interesting moment to shake things up a bit.”
Roll the action, and not necessarily to introduce big drama. Even if it just means burning a few resources, it pushes the fiction forward and reinforces the survival tone without forcing a twist every time.
But again, that’s just one approach. I really appreciate your oracle method. It aligns beautifully with the spirit of the game, and might be something I highlight as an alternative mode of play in a future update.
Thank you again for such generous feedback. I’m glad you shared your experience, and I hope you continue shaping the game in whatever way feels the most alive and exciting for you.